wgpu/tests/out/skybox.Vertex.glsl
2021-04-20 22:03:54 -04:00

29 lines
935 B
GLSL

#version 310 es
precision highp float;
struct VertexOutput {
vec4 position;
vec3 uv;
};
uniform Data_block_0 {
mat4x4 proj_inv;
mat4x4 view;
} _group_0_binding_0;
smooth layout(location = 0) out vec3 _vs2fs_location0;
void main() {
uint vertex_index = uint(gl_VertexID);
int tmp1_;
int tmp2_;
tmp1_ = (int(vertex_index) / 2);
tmp2_ = (int(vertex_index) & 1);
vec4 _expr24 = vec4(((float(tmp1_) * 4.0) - 1.0), ((float(tmp2_) * 4.0) - 1.0), 0.0, 1.0);
gl_Position = VertexOutput(_expr24, (transpose(mat3x3(_group_0_binding_0.view[0].xyz, _group_0_binding_0.view[1].xyz, _group_0_binding_0.view[2].xyz)) * (_group_0_binding_0.proj_inv * _expr24).xyz)).position;
_vs2fs_location0 = VertexOutput(_expr24, (transpose(mat3x3(_group_0_binding_0.view[0].xyz, _group_0_binding_0.view[1].xyz, _group_0_binding_0.view[2].xyz)) * (_group_0_binding_0.proj_inv * _expr24).xyz)).uv;
return;
}